Tacticbeginner · U10+

Route TreeAmerican Football Tactic

The route tree is a numbered chart of the basic pass routes an American football receiver runs, from the hitch (0) to the go route (9), so a single digit tells each receiver which route to run.

A route tree gives receivers a shared vocabulary. Instead of learning every pass play as a separate drawing, a player learns nine or ten routes, each with a number, a depth and a break direction. Once those are automatic, a short numeric play call tells the whole receiving corps what to run, and new concepts are just new combinations of routes they already know.

There is no single official numbering. This page uses the most widely published convention, where odd numbers break toward the sideline, even numbers break toward the middle, and depth increases as the number goes up. Some systems swap numbers, add a 0 for the hitch, or use names instead of numbers entirely, so treat the chart as a starting point and match your own playbook.

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Objective

Give receivers one set of routes, depths and break rules they can run on any play, so play calls stay short and new concepts install quickly.

Setup

Area

Half field with the ball on a hash, cones on the numbers at 3, 5, 10 and 12 yards

Players

QB and 3–6 receivers in lines; add a defensive back later for timing against leverage

Equipment

1 ball per QB, Cones or throw-down discs to mark break points, A printed or shared route chart

Duration

15–20 minutes per route-tree period

How it works

  1. 1

    Short routes: 0, 1 and 2

    0 is the hitch: 5 yards upfield, stop and turn back to the QB. 1 is the flat or quick out: a short release that bends toward the sideline at 2–3 yards. 2 is the slant: three hard steps upfield, then a 45-degree break inside across the defender's face.

  2. 2

    Intermediate routes: 3, 4, 5 and 6

    3 is the comeback: 12–15 yards up, then back toward the sideline at about 10. 4 is the curl: 10–12 yards, then back toward the QB and inside. 5 is the out: 10–12 yards, then a square 90-degree break to the sideline. 6 is the dig or in: the same depth with a square break across the middle.

  3. 3

    Deep routes: 7, 8 and 9

    7 is the corner: a vertical stem of about 10–12 yards, then a 45-degree break toward the back pylon. 8 is the post: the same stem, then 45 degrees inside toward the goalposts. 9 is the go or fly: straight downfield, with the receiver fighting to keep outside leverage on the defender.

  4. 4

    Teach the stem and the break

    Every route starts with the same explosive stem so the defender cannot read it early. Walk each route at half speed, then full speed without a ball, then with the QB throwing on the break. Adjust depths for younger players, who often need hitches at 4 yards and outs at 6–8.

  5. 5

    Call plays with the numbers

    A common method reads a three-digit call left to right across set receiver spots (for example X, Y, Z). "Trips Right 924" means the X runs a go, the Y a slant and the Z a curl. Backs and tight ends usually get their routes by name. Keep the order consistent so nobody has to think.

Coaching points

Variations

Name-based tree for youth teams

Younger players often remember names faster than numbers. Keep the same routes but call them hitch, slant, out, post and go, and add numbers only once the group can run every route on command.

Route tree against leverage

Put a defensive back in press, outside or inside leverage and have the receiver run the same route. He learns to adjust his release and stem so the break still attacks the defender's blind side.

Build it in Coach Board

Draw the full route tree on one Coach Board American football field from a single receiver, with each route in its own color and depth marks at 5, 10 and 12 yards. Duplicate the board to show common combinations your playbook calls by number, animate the timing of each break, and share the link so receivers can quiz themselves on the routes from their phones.

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Frequently asked questions

What are the numbers on a route tree?

In the most common convention, 1 is the flat, 2 the slant, 3 the comeback, 4 the curl, 5 the out, 6 the dig, 7 the corner, 8 the post and 9 the go, with 0 often added for the hitch. Odd numbers break outside and even numbers inside, but systems vary, so check your own playbook.

At what age should players learn the route tree?

Players can learn short routes such as the hitch, slant and go as early as 8 or 9 years old. The full numbered tree works better from about 11 or 12, when players can hold consistent depths. Keep routes shorter for younger players and add numbers once the names are automatic.

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